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When a player enters the mission loop screen from the main hall, there was no code to handle the stopping of main hall music and ambient sound. Add code to handle this specific case. Also fix `Loop_sound` not being initialized to -1 `in loop_brief_init()`, which caused an assert when closing the loop brief screen if no branch brief sound was defined for the mission. Fixes #7330. Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
311 lines
8.3 KiB
C++
311 lines
8.3 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "anim/animplay.h"
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#include "freespace.h"
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#include "gamesequence/gamesequence.h"
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#include "gamesnd/eventmusic.h"
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#include "gamesnd/gamesnd.h"
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#include "graphics/generic.h"
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#include "io/key.h"
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#include "mission/missionbriefcommon.h"
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#include "mission/missioncampaign.h"
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#include "missionui/missionloopbrief.h"
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#include "missionui/missionscreencommon.h"
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#include "popup/popup.h"
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#include "sound/audiostr.h"
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#include "sound/fsspeech.h"
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extern char default_loop_briefing_color; // Doesn't seem worth including alphacolors.h for -MageKing17
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// ---------------------------------------------------------------------------------------------------------------------------------------
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// MISSION LOOP BRIEF DEFINES/VARS
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//
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const char *Loop_brief_fname[GR_NUM_RESOLUTIONS] = {
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"LoopBrief", // GR_640
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"2_LoopBrief", // GR_1024
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};
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const char *Loop_brief_mask[GR_NUM_RESOLUTIONS] = {
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"LoopBrief-m", // GR_640
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"2_Loopbrief-m", // GR_1024
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};
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#define NUM_LOOP_BRIEF_BUTTONS 2
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#define LOOP_BRIEF_DECLINE 0
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#define LOOP_BRIEF_ACCEPT 1
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ui_button_info Loop_buttons[GR_NUM_RESOLUTIONS][NUM_LOOP_BRIEF_BUTTONS] = {
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{ // GR_640
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ui_button_info("LBB_00", 529, 437, -1, -1, 0),
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ui_button_info("LBB_01", 575, 433, -1, -1, 1),
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},
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{ // GR_1024
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ui_button_info("2_LBB_00", 846, 699, -1, -1, 0),
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ui_button_info("2_LBB_01", 920, 693, -1, -1, 1),
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}
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};
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#define NUM_LOOP_TEXT 2
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UI_XSTR Loop_text[GR_NUM_RESOLUTIONS][NUM_LOOP_TEXT] = {
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{ // GR_640
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{ "Decline", 1467, 514, 413, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[0][LOOP_BRIEF_DECLINE].button },
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{ "Accept", 1035, 573, 413, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[0][LOOP_BRIEF_ACCEPT].button },
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},
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{ // GR_1024
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{ "Decline", 1467, 855, 670, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[1][LOOP_BRIEF_DECLINE].button },
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{ "Accept", 1035, 928, 670, UI_XSTR_COLOR_PINK, -1, &Loop_buttons[1][LOOP_BRIEF_ACCEPT].button },
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}
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};
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// Originally from missioncmdbrief.cpp
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// center coordinates only
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int Loop_brief_anim_center_coords[GR_NUM_RESOLUTIONS][2] =
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{
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{
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242, 367 // GR_640
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},
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{
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392, 587 // GR_1024
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}
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};
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// text window coords
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int Loop_brief_text_coords[GR_NUM_RESOLUTIONS][4] = {
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{ // GR_640
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25, 107, 591, 143
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},
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{ // GR_1024
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40, 171, 945, 229
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}
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};
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UI_WINDOW Loop_brief_window;
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int Loop_brief_bitmap;
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generic_anim Loop_anim;
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int Loop_sound = -1;
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// ---------------------------------------------------------------------------------------------------------------------------------------
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// MISSION LOOP BRIEF FUNCTIONS
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//
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// button press
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void loop_brief_button_pressed(int i)
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{
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switch(i){
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case LOOP_BRIEF_DECLINE:
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gameseq_post_event(GS_EVENT_START_GAME);
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gamesnd_play_iface(InterfaceSounds::USER_SELECT);
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break;
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case LOOP_BRIEF_ACCEPT:
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// select the loop mission
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Campaign.loop_enabled = 1;
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Campaign.loop_reentry = Campaign.next_mission; // save reentry pt, so we can break out of loop
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Campaign.next_mission = Campaign.loop_mission;
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gameseq_post_event(GS_EVENT_START_GAME);
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gamesnd_play_iface(InterfaceSounds::USER_SELECT);
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break;
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}
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}
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// init
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void loop_brief_init()
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{
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int idx;
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ui_button_info *b;
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// init sound handle
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Loop_sound = -1;
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// load the background bitmap
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Loop_brief_bitmap = bm_load(Loop_brief_fname[gr_screen.res]);
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Assert(Loop_brief_bitmap != -1);
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// window
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Loop_brief_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
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Loop_brief_window.set_mask_bmap(Loop_brief_mask[gr_screen.res]);
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// add the buttons
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for (idx=0; idx<NUM_LOOP_BRIEF_BUTTONS; idx++) {
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b = &Loop_buttons[gr_screen.res][idx];
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b->button.create(&Loop_brief_window, "", b->x, b->y, 60, 30, 0, 1);
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b->button.set_highlight_action(common_play_highlight_sound);
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b->button.set_bmaps(b->filename);
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b->button.link_hotspot(b->hotspot);
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}
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// add text
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for(idx=0; idx<NUM_LOOP_TEXT; idx++){
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Loop_brief_window.add_XSTR(&Loop_text[gr_screen.res][idx]);
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}
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const char* anim_name;
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// load animation if any
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if(Campaign.missions[Campaign.current_mission].mission_branch_brief_anim != NULL){
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anim_name = Campaign.missions[Campaign.current_mission].mission_branch_brief_anim;
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} else {
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anim_name = "CB_default";
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}
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int stream_result = generic_anim_init_and_stream(&Loop_anim, anim_name, bm_get_type(Loop_brief_bitmap), true);
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// we've failed to load any animation
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if (stream_result < 0) {
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// load an image and treat it like a 1 frame animation
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Loop_anim.first_frame = bm_load(anim_name); //if we fail here, the value is still -1
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if(Loop_anim.first_frame != -1) {
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Loop_anim.num_frames = 1;
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}
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}
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// init brief text
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if(Campaign.missions[Campaign.current_mission].mission_branch_desc != NULL){
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brief_color_text_init(Campaign.missions[Campaign.current_mission].mission_branch_desc, Loop_brief_text_coords[gr_screen.res][2], default_loop_briefing_color);
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}
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bool sound_played = false;
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// open sound
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if(Campaign.missions[Campaign.current_mission].mission_branch_brief_sound != NULL){
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Loop_sound = audiostream_open(Campaign.missions[Campaign.current_mission].mission_branch_brief_sound, ASF_VOICE);
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if(Loop_sound != -1){
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audiostream_play(Loop_sound, Master_voice_volume, 0);
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sound_played = true;
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}
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}
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if(sound_played == false) {
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fsspeech_play(FSSPEECH_FROM_BRIEFING,
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Campaign.missions[Campaign.current_mission].mission_branch_desc);
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}
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// music
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common_music_init(SCORE_BRIEFING);
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}
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// do
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void loop_brief_do(float frametime)
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{
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int k;
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int idx;
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// process keys
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k = Loop_brief_window.process();
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switch (k) {
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case KEY_ESC:
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int do_loop = 0;
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// this popup should be straight forward, and also not allow you to get out
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// of it without actually picking one of the two options
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do_loop = popup(PF_USE_NEGATIVE_ICON | PF_USE_AFFIRMATIVE_ICON | PF_IGNORE_ESC | PF_BODY_BIG, 2, XSTR("Decline", 1467), XSTR("Accept", 1035), XSTR("You must either Accept or Decline before returning to the Main Hall", 1618));
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// if we accepted moving into loop then set it up for the next time the user plays
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if (do_loop == 1) {
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// select the loop mission
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Campaign.loop_enabled = 1;
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Campaign.loop_reentry = Campaign.next_mission; // save reentry pt, so we can break out of loop
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Campaign.next_mission = Campaign.loop_mission;
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}
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gameseq_post_event(GS_EVENT_MAIN_MENU);
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return;
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}
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// process button presses
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for (idx=0; idx<NUM_LOOP_BRIEF_BUTTONS; idx++){
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if (Loop_buttons[gr_screen.res][idx].button.pressed()){
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loop_brief_button_pressed(idx);
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}
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}
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common_music_do();
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// clear
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GR_MAYBE_CLEAR_RES(Loop_brief_bitmap);
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if (Loop_brief_bitmap >= 0) {
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gr_set_bitmap(Loop_brief_bitmap);
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gr_bitmap(0, 0, GR_RESIZE_MENU);
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}
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// draw the window
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Loop_brief_window.draw();
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// render the briefing text
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brief_render_text(0, Loop_brief_text_coords[gr_screen.res][0], Loop_brief_text_coords[gr_screen.res][1], Loop_brief_text_coords[gr_screen.res][3], flFrametime);
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if(Loop_anim.num_frames > 0) {
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int x;
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int y;
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bm_get_info((Loop_anim.streaming) ? Loop_anim.bitmap_id : Loop_anim.first_frame, &x, &y, NULL, NULL, NULL);
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x = Loop_brief_anim_center_coords[gr_screen.res][0] - x / 2;
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y = Loop_brief_anim_center_coords[gr_screen.res][1] - y / 2;
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generic_anim_render(&Loop_anim, frametime, x, y, true);
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}
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if(Loop_anim.num_frames > 0) {
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int x;
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int y;
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bm_get_info((Loop_anim.streaming) ? Loop_anim.bitmap_id : Loop_anim.first_frame, &x, &y, NULL, NULL, NULL);
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x = Loop_brief_anim_center_coords[gr_screen.res][0] - x / 2;
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y = Loop_brief_anim_center_coords[gr_screen.res][1] - y / 2;
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generic_anim_render(&Loop_anim, frametime, x, y, true);
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}
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// render all anims
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anim_render_all(GS_STATE_LOOP_BRIEF, flFrametime);
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gr_flip();
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}
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// close
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void loop_brief_close()
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{
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// this makes sure that we're all cool no matter how the user decides to exit
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mission_campaign_mission_over();
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// free the bitmap
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if (Loop_brief_bitmap >= 0){
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bm_release(Loop_brief_bitmap);
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}
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Loop_brief_bitmap = -1;
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// destroy the window
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Loop_brief_window.destroy();
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if (Loop_anim.num_frames > 0)
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{
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generic_anim_unload(&Loop_anim);
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}
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// stop voice
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if(Loop_sound != -1){
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audiostream_stop(Loop_sound, 1, 0);
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audiostream_close_file(Loop_sound, 1);
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Loop_sound = -1;
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}
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fsspeech_stop();
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// stop music
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common_music_close();
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}
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